Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Civ3-General-Archive > New traits! What will Seafaring and Agricultural do?
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread   
Pages (5): [ <<   2   3   4   5   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
The Mad Monk is offline The Mad Monk
Emperor
of Ice Cream
Mar 2000
time: 23:29
  Old Post 03-08-2003 16:58
Edit/Delete Message Reply w/Quote
#121 Report this post to a moderator
Lose 30 kilos (of popups)

quote:
Originally posted by Naokaukodem


Too powerfull or too weak?



The sea technologies would be of course pre determinated, it would be i guess Map Making, Astronomy, Navigation, Magnetism, Mass Production?... We could also modify the requiered technologies so that the features of sea ones could be enabled. Sea techs would be "available" but needed to be discovered or exchanged yet. For example Map Maping would be needed to search for Republic, Magnetism to reach the next era... only Navigation would be as if given for free.



Too powerful. I could see some player researching navigation just long enough to upgrade all his galleys, then switching to something more urgent.

Bamspeedy is offline Bamspeedy
Chieftain
Wisconsin, USA
Sep 2002
time: 23:29
  Old Post 05-08-2003 06:50
Edit/Delete Message Reply w/Quote
#122 Report this post to a moderator
Support Apolyton

quote:
Maybe tiles adjascent to rivers would get one extra food, or maybe tile bonuses will produce one extra food than normal. That would be a good boost in early game, but wouldn't be too overpowering for the whole game.


Do you realize how much extra food that would amount to?

If you want to claim land as quickly as possible (which is obviously the key to a successful game in most cases, because the more land you can claim peacefully, the better/easier time you will have with the rest of the game), then food is the biggest factor. In despotism, food is *extremely* valuable, and the limiting factor in how successful you are. Giving a civ free food very early in the game can really unbalance the game.

Let's look at how much excess food you can produce and see how quickly you can build settlers:

With no granary:
+2 food: 1 settler/20 turns (normal start with no bonuses)
+3 food: 1 settler/14 turns
+4 food: 1 settler/10 turns
+5 food: 1 settler/8 turns
+7 food: 1 settler/6 turns
Note: +6 food won't help at all, still the same pace as +5 food.

With granary:
+2 food: 1 settler/10 turns
+3 food: 1 settler/8 turns
+4 food: 1 settler/6 turns
+5 food: 1 settler/4 turns
Note: +6, +7, +8, +9 won't get you any faster than the +5 food, and +10 food just won't have the shield output to get you a settler every 2 turns until possibly when railroads come into the picture-(too late to really matter).

You need the production to keep those paces, of course, but those are the fastest you could possibly build settlers on average, since that is how long it takes to restore the 2 population points you lost by building a settler.

Giving 1 extra food to a bonus resource means you only need just 1 bonus resource (cow or wheat on grass) to get at that +5 food barrier, when it takes any other civ 2 resources to achieve that. Going from 6 turns to 4 turns/settler may not seem like much, but that means you could continually build 3 settlers to another persons 2 settlers. Imagine: 30 cities compared to 20 cities.

You have to be really careful about giving a civ extra food in the critical early game when expansion is the most important thing.

More food=faster growth (obviously)=more shield output=more commerce=more settlers/cities which also leads to more production and commerce. Free food is a win/win situation, and likely to be too powerful.

Odin is offline Odin
Prince
Biology Nerd at Minnesota State University Moorhead
Sep 2000
time: 23:29
  Old Post 13-08-2003 06:07
Edit/Delete Message Reply w/Quote
#123 Report this post to a moderator
Support Apolyton, buy Call to Power 2

I definitely agree the US should be Industious and Agricultural. America is more agressive than expansionist so I would increase the US's Passive-Agressive rating from 3 to 4. I live in a ruralm area so I know this stuff.

Louis XXIV is offline Louis XXIV
Prince
I left my heart in Zarigueya
Mar 2003
time: 00:29
  Old Post 13-08-2003 06:46
Edit/Delete Message Reply w/Quote
#124 Report this post to a moderator
Support Apolyton, buy Civilization 2

The more I think about it, I think Seafarring should give all coast and sea squares +1 food, and +1 shield (making each one a bonus grassland, but it can't be mined or irrigated, only have harbors built).
In addition, they would get cheap Harbors and other coastal improvements.
The last advantage they would get is a ship (0.0.3, carries 1, costs 20 shields). This ship would be with them from the begining, but will be obsolete as soon as barbarians start patroling the water (and Galleys would be needed).
It also wouldn't be a bad idea to give them +1 movement for all ships to signify the experience of their sailors (the "ship" they got from the start would have 2+1 movement, instead of 3+1), but that might be one too many things to have (the bonuses to food and production on ocean squares might be the only thing that really makes it worthwile, as everything else requires using a navy, which doesn't have many uses in Civ3).

Just a thought.

I'm pretty certain that Agricultural will be +1 food in size 6 cities, +2 in size 12 (gives a sustained food to large cities to keep them growing, but doesn't give them anything early). Also, it would probably have cheap Granaries, Aqueducts, and Hospitals. I can't think of anything better for it.

 
Pages (5): [ <<   2   3   4   5   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:29.
Apolyton Time is 00:29.
    top of page
Rate This Thread:
archivepost
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0434 seconds (85.89% PHP - 14.11% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net